In this thread I shall explain why I think the Death Shroud mechanic is not working as it should, and why the Necromancer is not balanced properly partly because of this.
The title is “I never asked for this” because, as Adam Jensen said, he was given something powerful that he never asked for, and was then forced to use it or die. With Death Shroud, we were given something powerful, but also something clunky, and not always applicable, and we paid for it in all the other aspects of our class. Death Shroud, the trait lines and the minor and major traits are at fault here.
Let’s begin by analyzing the Death Shroud abilities one by one, starting with Life Blast.
Life Blast deals great power damage. It can pierce, apply vulnerability and give you might. What happens when you’re running something other than a power/precision/critical damage build? The ability does no damage, is slow to cast, and you maybe use it as a source of might for your conditions, or for stacking more vulnerability for your minions. Sadly, the adept major trait that increases your minion damage is not in the same line as the adept major trait that applies vulnerability, and neither of those is in the trait line that is all about enhancing your minions.
Dark Path has good sides and bad sides. It inflict bleeding and chilled, both are great for condition centric builds. It also teleports the caster to the target’s face, which is not always a good thing. As a condition necro, you have no idea why you would like to be in melee range, unless you’re about to activate Plague. You can use it in rare circumstances as an escape, but that’s iffy. This is great only for a dagger build and chasing people down in WvW.
Doom is nice. It’s an instant cast ranged fear. The duration sucks, but the cooldown is low, so you can use it often as an interrupt when you really need to. The ability can be somewhat upgraded, but not by much, and it costs valuable traits. It can fit in any build, really.
Life Transfer is the Death Shroud Panic Mode Button. If you have a good power value, it can deal enough damage and increase your life force by enough so that you can successfully turn the fight in your favor. Without power, you just buy time to run away while doing some minor damage to chasers. It can be traited to heal nearby allies, and that trait is beautiful.
OK, so now we know the basics of the Death Shroud skill bar. It is easy to notice that any build will, at most, benefit from two of the skills, mostly because it’s hard to not be able to take advantage of Doom alone. The abilities are not weak, they’re just… disjoined. Kind of like the trait lines and the minor and major traits; I think we can all agree that most of our minor traits are either weak or don’t quite fit. So here’s my big idea: remove most of the unwanted aspects of Death Shroud, reduce the skills to bare bones, and then give us minor traits in suitable lines that give some useability to the skills. That way we don’t pay for what we don’t want, but don’t have to spend valuable major traits to get more out of what we already paid for.